Page 6 of 6

Re: Balancing barehanded fighting

Posted: Thu Aug 22, 2013 6:34 am
by Vasifan
Having unurmed combat not affected by AP reductions is a fast solution. Wont last long imo.

What other guys propose, buffing the rest of the weapons seems a better option.
Weapons should have a dmg modifier(base damage*X) based on how heavy(AP cost) they are in general.

Here is my whole point of view about gear balancing.
http://andorstrail.com/viewtopic.php?f=4&t=4141

Re: Balancing barehanded fighting

Posted: Fri Aug 23, 2013 4:26 pm
by Sarumar
Vasifan wrote:Having unurmed combat not affected by AP reductions is a fast solution. Wont last long imo.

What other guys propose, buffing the rest of the weapons seems a better option.
Weapons should have a dmg modifier(base damage*X) based on how heavy(AP cost) they are in general.

Here is my whole point of view about gear balancing.
http://andorstrail.com/viewtopic.php?f=4&t=4141
I also like to meet monster whit you can harm only when using weapons made for a certain thing "silver, wood, iron, etc" and perhaps some of those ethereal monsters like ghost can harm only by blessed weapons, etc..

Re: [S] Unarmed skills

Posted: Fri Aug 23, 2013 4:52 pm
by Sarumar
Xero wrote:True and things were changed for a reason. It's too much advantage to have a base cost of less than 4. AD alone benefits too much per point
Yes indeed. I like that current barehanded fighting is much better... but still i love to see some specialization and expertise skills... without any fancy monk of the dead skills... imo thosekind skills do not fit in AT..